ENTITÀ: Breaking the input → output paradigm with "intentional silence"
Dialogues with an Echo
Abstract
ENTITÀ is an AI-driven conversational system designed to not always respond . Unlike traditional LLMs and chatbots—built to be constantly collaborative and reactive—ENTITÀ introduces intentional non-determinism and silence as a communicative act . The system combines a generation engine (Hugging Face Inference API) with a TemporalController based on multi-scale EMA , internal emotional states, and hysteresis rules. The result is a dark, character-consistent voice that chooses if, when, and how to manifest , producing real narrative tension and "quasi-human" behaviors (resistance, selectivity, refusal).
Demo video: https://youtu.be/3mbZdoRYnSA
Problem
Modern conversational systems are optimized to always respond . This "forced responsiveness" produces predictable interactions, poorly suited for:
Interactive narratives requiring tension and unpredictability
Psychological simulations (resistance, dissociation, selectivity)
Professional training (hostile clients, non-cooperative patients)
Contribution
Silence as response : Shift from the input → output paradigm to input → decision → (response | silence)
Controlled non-determinism : Intervention probabilities modulated by multi-scale EMA, target speech rate, and internal emotional states
Character consistency : Linguistic and stylistic validations ensure a dark, brief, sharp, cruel character consistent over time
Ludic-narrative integration : Pygame prototype (Scene3) with input box, audio glitch, textual fades, narrative timer , and local memory
Architecture (High Level)
EntityBrain (Generation & Validation)
Backend: Hugging Face InferenceClient
(e.g., Llama-3 / Mixtral)
Character-driven system prompt (ENTITÀ style) + textual constraints (one sentence, 8–16 words, correct Italian, no prefixes/quotes)
Filters & heuristics : URL/markup removal, first sentence, forced punctuation, quality regex (consonant clusters, rare letters in IT), anti-repetition, bad words, word range, capitalization
TemporalController (Temporal Autonomy)
Multi-scale EMA on tension and silence (hl_short/mid/long
)
Emotional states with hysteresis: CURIOUS
, BORED
, IRRITATED
with different probabilistic biases
Target speak-rate (events/min) with corrections: penalty if speaking too much, boost if silent too long
Temporal boosts on minimum silence windows (micro/short/long) + hard cooldown post-response
Output: p(speak) clipped to [floor, ceil], sampled for decision
Scene3 (Interface & Narrative Loop)
Pygame: input box, textual rendering with fade, audio glitch , 120s timer
Local memory : tuples of recent exchanges (planned migration to dictionary/episodic buffer)
Style: brief, sarcastic, destabilizing sentences; not always reactive to last input, but to internal logic
In short: the TemporalController allows ENTITÀ to decide whether to respond, not just what to say. This shifts the paradigm from input → output to input → decision → (response | silence) . ENTITY simulates a dynamic pseudo-psychological personality , where EMA regulates the rhythm , hysteresis stabilizes the mood , and a probabilistic calculation decides whether to speak or remain silent , giving the impression of an autonomous will .
Current State ("What it has now")
EntityBrain with character prompt and linguistic validators
TemporalController with EMA + emotional bias and speak-rate control
Scene3 Pygame: input box, glitch, fade, simple memory , 2-minute timer
Style consistency : single sentence response, dark and sharp
Evaluation Methodology (Preliminary)
Silence distribution vs. target: mean deviation from target speak-rate (EMA)
Character consistency : automated scoring (regex/heuristics) + human evaluation (Likert) on "dark/sarcastic/brief"
Perceived tension : quick user study (N≈12): intensity vs. frustration; qualitative reactions (e.g., "fear", "hostile entity" effect)
Stability : repetition, nonsense rate, ratio of accepted sentences post-validation
Case Studies
1) Psychological Horror Gaming — Silence as narrative weapon
Scenario : Boss doesn't cooperate; responds only to subtle triggers
Objective : Increase tension, player agency who "learns" the entity
Expected result : Arousal peaks, strategic waiting times, replayability
2) Clinical Training — Resistant patient
Scenario : Simulate patients who don't respond or deflect with cutting phrases
Objective : Train empathy, communication techniques, and refusal management
Expected result : Improved engagement strategies
3) Customer Care Training — Hostile client
Scenario : Sarcastic, selective entity that ignores standard inputs
Objective : De-escalation, effective prompt formulation, operational patience
Expected result : Error reduction in real high-friction cases
4) Interactive Art & Installations — Absence as language
Scenario : Performance where silence generates interpretation and creative anxiety
Objective : Explore negative communication and meaningful expectations
Expected result : Contemplative engagement, memorable experience
Why This Is Research (and not "just a game")
Paradigm shift : Not "how to respond better," but "when NOT to respond "
Affective/Embodied HCI : Intentional silence as emotional signal and relational power
Psychology-AI co-design : Internal states, hysteresis, and probability as surrogates of will
Roadmap
Short term
Migration of local memory from tuples to structured dictionary (keys for role/time), anti-loop, episodic saves
Internal metrics: logging of p(speak), emotions, EMA; diagnostic dashboard
Refine validators : reduce "nonsense," semantic clustering anti-repetition
Medium term
Porting to Unity : UI/UX, spatial audio , procedural sound design tools for glitch/mental states
Long-term memory : MANN/episodic buffer; LangGraph for state orchestration; EWC for fine-tuning stability
Richer emotional state tracking (valence/arousal), diegetic triggers
Long term
Controlled study with HCI evaluations (CHI/ICIDS/IEEE Games)
Supervised therapeutic integrations (Affective Computing / Digital Mental Health)
Modular SDK for selective NPCs and conversational boss fights
Safety & Ethics
Filters : Bad-words, constrained style, no prompt-leak, no harmful content
Transparency in sensitive contexts: "silence" is a design behavior , not a malfunction
Clinical use only with professional supervision
Materials